質問編集履歴
5
真剣勝負
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=一つ分の面の座標かなと。
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下記のjavaの正二十面体のプログラムをF#にコンバートすることはできませんか?誰かよろしくお願いします。
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```
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import java.applet.*;
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一方的な変更
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(各頂点数×一点に集約される面数÷正N面体の面数分)
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=一つ分の面の座標かなと。
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```javaの正二十面体のプログラムをF#にコンバートすることはできませんか?誰かよろしくお願いします。
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import java.applet.*;
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import java.awt.*;
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import com.sun.j3d.utils.picking.behaviors.PickRotateBehavior;
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import com.sun.j3d.utils.universe.*;
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import javax.media.j3d.*;
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import javax.vecmath.*;
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public class Icosahedron2 extends Applet{
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private static final long serialVersionUID = 1L;
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private SimpleUniverse u = null;
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public void init(){
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int i;
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//<set layout of applet, construct canvas3d, add canvas3d>
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setLayout(new BorderLayout());
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GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
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Canvas3D canvas3d = new Canvas3D(config);
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add(canvas3d, BorderLayout.CENTER);
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//create scene graph
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BranchGroup root = new BranchGroup();
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Transform3D tr = new Transform3D();
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tr.setScale(0.48);
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TransformGroup tg = new TransformGroup(tr);
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root.addChild(tg);
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//appearance for polygon
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Appearance ap = new Appearance();
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Material mt = new Material();
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mt.setLightingEnable(true);
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ap.setMaterial(mt);
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PolygonAttributes pa = new PolygonAttributes();
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pa.setBackFaceNormalFlip(true);
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pa.setCullFace(PolygonAttributes.CULL_NONE);
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ap.setPolygonAttributes(pa);
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//coordinates of vertices
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Point3f[] vertices = new Point3f[12];
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float x = (float) ((1+Math.sqrt(5))/2);
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vertices[0] = new Point3f( 1, x, 0);
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vertices[1] = new Point3f(-1, x, 0);
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vertices[2] = new Point3f(-1, -x, 0);
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vertices[3] = new Point3f( 1, -x, 0);
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vertices[4] = new Point3f( 0, 1, x);
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vertices[5] = new Point3f( 0, -1, x);
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vertices[6] = new Point3f( 0, -1, -x);
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vertices[7] = new Point3f( 0, 1, -x);
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vertices[8] = new Point3f( x, 0, 1);
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vertices[9] = new Point3f( x, 0, -1);
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vertices[10] = new Point3f(-x, 0, -1);
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vertices[11] = new Point3f(-x, 0, 1);
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//polygon of 3 rectangles
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QuadArray geometry = new QuadArray(12, QuadArray.COORDINATES | QuadArray.NORMALS | QuadArray.COLOR_3);
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geometry.setCoordinates(0, vertices);
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for(i=0; i<4; i++) geometry.setNormal(i, new Vector3f(0, 0, 1));
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for(i=4; i<8; i++) geometry.setNormal(i, new Vector3f(1, 0, 0));
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for(i=8; i<12; i++) geometry.setNormal(i, new Vector3f(0, 1, 0));
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for(i=0; i<4; i++) geometry.setColor(i, new Color3f(Color.RED));
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for(i=4; i<8; i++) geometry.setColor(i, new Color3f(Color.GREEN));
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for(i=8; i<12; i++) geometry.setColor(i, new Color3f(Color.BLUE));
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Shape3D s3d = new Shape3D(geometry);
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s3d.setAppearance(ap);
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tg.addChild(s3d);
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//wire frame
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for(i=0; i<12; i++){
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for(int j=i; j<12; j++){
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if (vertices[i].distance(vertices[j]) < 2.1f){
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LineArray ends = new LineArray(2, GeometryArray.COORDINATES);
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Point3f vertex[] = new Point3f[2];
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vertex[0] = vertices[i];
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vertex[1] = vertices[j];
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ends.setCoordinates(0, vertex);
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Shape3D line = new Shape3D(ends);
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tg.addChild(line);
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}
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}
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}
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//lighting
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BoundingSphere bounds =
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new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
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Color3f color = new Color3f(1.0f, 1.0f, 1.0f); // white light
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Vector3f direction = new Vector3f(4.0f,5.0f,-10.0f);
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DirectionalLight light = new DirectionalLight(color,direction);
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light.setInfluencingBounds(bounds);
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root.addChild(light);
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//picking
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BoundingSphere bounds2 =
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new BoundingSphere(new Point3d(0.0,0.0,0.0), 0.1);
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PickRotateBehavior prb = new PickRotateBehavior(root,canvas3d,bounds2); //left button
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root.addChild(prb);
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tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
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tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
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tg.setCapability(TransformGroup.ENABLE_PICK_REPORTING);
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u = new SimpleUniverse(canvas3d);
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u.getViewingPlatform().setNominalViewingTransform();
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u.addBranchGraph(root);
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}
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}
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```
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3
紆余曲折ありまして
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このように表示され、正二十面体にならないので非常に困っています。
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正二十面体はどのようにして記述できるかというコード詳細をご教授願えないでしょうか?
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```F#+OpenTK
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type GLEx =
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/// Add multiple vertices to GL
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static member Vertices vertices =
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for (x:float32), y, z in vertices do
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GL.Vertex3(x, y, z)
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/// Add mesh to the GL and set the specified normal vector first
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static member Face (x:float32, y, z) vertices =
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GL.Normal3(x, y, z)
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GLEx.Vertices vertices
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```
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```F#+OpenTK
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let cube = DF (fun ctx ->
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GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, ctx.Color)
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GL.Begin(BeginMode.Quads)
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GLEx.Face
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(-1.f, 0.f, 0.f)
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[ (-0.5f, -0.5f, -0.5f); (-0.5f, -0.5f, 0.5f);
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(-0.5f, 0.5f, 0.5f); (-0.5f, 0.5f, -0.5f) ]
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GLEx.Face
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( 1.f, 0.f, 0.f)
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[ ( 0.5f, -0.5f, -0.5f); ( 0.5f, -0.5f, 0.5f);
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( 0.5f, 0.5f, 0.5f); ( 0.5f, 0.5f, -0.5f) ]
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GLEx.Face
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(0.f, -1.f, 0.f)
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[ (-0.5f, -0.5f, -0.5f); (-0.5f, -0.5f, 0.5f);
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( 0.5f, -0.5f, 0.5f); ( 0.5f, -0.5f, -0.5f) ]
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GLEx.Face
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(0.f, 1.f, 0.f)
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[ (-0.5f, 0.5f, -0.5f); (-0.5f, 0.5f, 0.5f);
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( 0.5f, 0.5f, 0.5f); ( 0.5f, 0.5f, -0.5f) ]
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GLEx.Face
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(0.f, 0.f, -1.f)
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[ (-0.5f, -0.5f, -0.5f); (-0.5f, 0.5f, -0.5f);
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( 0.5f, 0.5f, -0.5f); ( 0.5f, -0.5f, -0.5f) ]
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GLEx.Face
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(0.f, 0.f, 1.f)
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[ (-0.5f, -0.5f, 0.5f); (-0.5f, 0.5f, 0.5f);
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( 0.5f, 0.5f, 0.5f); ( 0.5f, -0.5f, 0.5f) ]
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GL.End() )
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```
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100
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101
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となるわけで正六面体(=立方体)24箇所座標があるということは
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103
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正二十面体では12箇所では足りないのではと思いまして
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とりあえず
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106
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107
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必要なことは
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108
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|
109
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+
(各頂点数×一点に集約される面数÷正N面体の面数分)
|
110
|
+
|
111
|
+
=一つ分の面の座標かなと。
|
2
わかりやすくするため
test
CHANGED
File without changes
|
test
CHANGED
@@ -1,10 +1,10 @@
|
|
1
1
|
F#とOpenTKを用いて正二十面体を描画したいのですが、どのようなコードを記述すればいいのかわからなくなりました。
|
2
2
|
|
3
|
-
![
|
3
|
+
![F#+OpenTK一部コード群](f373768b27072f18dfe332ca658ba52d.jpeg)
|
4
4
|
|
5
5
|
こちらのコードを実行すると
|
6
6
|
|
7
|
-
![
|
7
|
+
![長方形複合体](1391706f114beda9391fb34227c263d6.jpeg)
|
8
8
|
|
9
9
|
このように表示され、正二十面体にならないので非常に困っています。
|
10
10
|
|
1
test
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test
CHANGED
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